Global Location-Based Entertainment Market Overview:
Location-Based Entertainment (LBE) is any form of entertainment that is experienced at a particular location that’s no one’s home. Also referred to as immersive entertainment, experiential entertainment, or digital out-of-home entertainment, LBEs are diverse and can include family entertainment centers, multisensory digital experiences, theme parks, and immersive art installations.
As per latest study released by AMA Research, the Global Location-Based Entertainment market is expected to see growth rate of 28.0%Attributes | Details |
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Study Period | 2018-2030 |
Base Year | 2023 |
Forecast Period | 2024-2030 |
Historical Period | 2018-2023 |
Unit | Value (USD Million) |
Customization Scope | Avail customization with purchase of this report. Add or modify country, region & or narrow down segments in the final scope subject to feasibility |
Influencing Trend:
Increasing Usage of New Technologies such As Virtual Reality Gaming and 3D Technology
Market Growth Drivers:
Increasing Consumer Spending on Games, Video Content and Rising and Growing Mass Consumer Adoption of AR, VR, and Mixed Reality Entertainment Services
Challenges:
High Cost Associated with the Installation and Entry Fees in the Entertainment Centers
Restraints:
Rising Popularity of Home Gaming, Digital Portals
Opportunities:
Increasing Adoption in Developing Region
Competitive Landscape:
The companies are exploring the market by adopting mergers & acquisitions, expansions, investments, new service launches and collaborations as their preferred strategies. The players are exploring new geographies through expansions and acquisitions to avail a competitive advantage through combined synergies.
Some of the key players profiled in the report are Exit Reality VR (United States), Springboard VR (United States), HTC Corporation (Taiwan), IMAX Corporation (Canada), The VOID LLC (United States), VRstudios Inc. (United States), Greenlight Insights, Inc (United States) and Nanoport Technology Inc. (United States). Analyst at AMA Research see United States Vendors to retain maximum share of Global Location-Based Entertainment market by 2030. Considering Market by Technology, the sub-segment i.e. 2 Dimensional (2D) will boost the Location-Based Entertainment market. Considering Market by End Use, the sub-segment i.e. Amusement Park will boost the Location-Based Entertainment market. Considering Market by Component, the sub-segment i.e. Hardware will boost the Location-Based Entertainment market.
Latest Market Insights:
In September 2023, Wildbrain launched a global location-based entertainment business, with new deals brokered for "Peanuts," "Teletubbies," and "In the Night Garden" in the Asia Pacific region.
In Sept 2019, Nanoport Technology announced a partnership with Striker VR on a special custom haptics unit specifically suited for VR and LBE applications. It is the largest-sized production TacHammer to date, uniquely adapted for Striker VR products.
What Can be Explored with the Location-Based Entertainment Market Study
Gain Market Understanding
Identify Growth Opportunities
Analyze and Measure the Global Location-Based Entertainment Market by Identifying Investment across various Industry Verticals
Understand the Trends that will drive Future Changes in Location-Based Entertainment
Understand the Competitive Scenario
- Track Right Markets
- Identify the Right Verticals
Research Methodology:
The top-down and bottom-up approaches are used to estimate and validate the size of the Global Location-Based Entertainment market.
In order to reach an exhaustive list of functional and relevant players various industry classification standards are closely followed such as NAICS, ICB, SIC to penetrate deep in important geographies by players and a thorough validation test is conducted to reach most relevant players for survey in Location-Based Entertainment market.
In order to make priority list sorting is done based on revenue generated based on latest reporting with the help of paid databases such as Factiva, Bloomberg etc.
Finally the questionnaire is set and specifically designed to address all the necessities for primary data collection after getting prior appointment by targeting key target audience that includes Location-Based Entertainment Providers, Potential Investors, Technology Providers, Entertainment Industry, Research Firm and Others.
This helps us to gather the data related to players revenue, operating cycle and expense, profit along with product or service growth etc.
Almost 70-80% of data is collected through primary medium and further validation is done through various secondary sources that includes Regulators, World Bank, Association, Company Website, SEC filings, OTC BB, USPTO, EPO, Annual reports, press releases etc.